Hello,
For these sorts of things 3D animation workflows might make more sense ( since these are all things associated with skin/bone mesh animations which are typically in 3D )
Thanks
Search found 1142 matches
- Thu Apr 15, 2021 7:51 am
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 4
- Views: 50
- Thu Apr 15, 2021 12:02 am
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 4
- Views: 50
Re: Realtime modifications with Godot
Hello,
Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you.
Thanks
Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you.
Thanks
- Wed Apr 14, 2021 7:58 am
- Forum: Runtimes
- Topic: Normals in Godot?
- Replies: 5
- Views: 2741
Re: Normals in Godot?
Hello,
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.
Thanks
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.
Thanks
- Mon Apr 12, 2021 11:46 pm
- Forum: Creature3D
- Topic: Release 0.136
- Replies: 1
- Views: 51
Release 0.136
Release Notes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes
- Mon Mar 29, 2021 11:45 pm
- Forum: Editor
- Topic: 1 sec == x keyframes ?
- Replies: 3
- Views: 124
Re: 1 sec == x keyframes ?
This should be a configurable option in the File->Preferences option under Playback Framerate.
Thanks
Thanks
- Mon Mar 29, 2021 4:31 am
- Forum: Runtimes
- Topic: WebGL Runtimes ready for Phaser 3.5
- Replies: 0
- Views: 58
WebGL Runtimes ready for Phaser 3.5
Creature WebGL runtimes now ready for Phaser 3.5:
https://github.com/kestrelm/Creature_We ... er/Phaser3
Cheers
https://github.com/kestrelm/Creature_We ... er/Phaser3
Cheers
- Mon Mar 29, 2021 12:04 am
- Forum: Editor
- Topic: 1 sec == x keyframes ?
- Replies: 3
- Views: 124
Re: 1 sec == x keyframes ?
Hello,
That depends entirely on your game engine and the FPS you set. If you are running at 60 FPS, then you are processing 60 frames per second.
Thanks
That depends entirely on your game engine and the FPS you set. If you are running at 60 FPS, then you are processing 60 frames per second.
Thanks
- Sat Mar 20, 2021 12:12 am
- Forum: Creature3D
- Topic: Release 0.135
- Replies: 0
- Views: 100
Release 0.135
Release notes
QuatK Motor Translation Fix Fixing translation operation for Widget
QuatK Motor Translation Fix Fixing translation operation for Widget
- Fri Mar 12, 2021 1:26 am
- Forum: Creature3D
- Topic: Release 0.134
- Replies: 0
- Views: 103
Release 0.134
Transform UI Widgets for QuatK Motor Adding ability to directly rotate QuatK Motor transforms. Select the QuatK Motor in the scene browser, then use the hotkeys to cycle through the transform modes ( W, E, R )
- Wed Mar 10, 2021 12:36 pm
- Forum: Creature3D
- Topic: Image from Atlas disappears when in Rig mode
- Replies: 1
- Views: 96
Re: Image from Atlas disappears when in Rig mode
You can watch some of the tutorials online that go through the various modes and how to get started.
Thanks
Thanks